/* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** @file sprite.h Base for drawing complex sprites. */ #ifndef SPRITE_H #define SPRITE_H #include "transparency.h" #include "table/sprites.h" #define GENERAL_SPRITE_COLOUR(colour) ((colour) + PALETTE_RECOLOUR_START) #define COMPANY_SPRITE_COLOUR(owner) (GENERAL_SPRITE_COLOUR(_company_colours[owner])) /* The following describes bunch of sprites to be drawn together in a single 3D * bounding box. Used especially for various multi-sprite buildings (like * depots or stations): */ /** A tile child sprite and palette to draw for stations etc, with 3D bounding box */ struct DrawTileSeqStruct { int8_t delta_x = 0; int8_t delta_y = 0; int8_t delta_z = 0; ///< \c 0x80 identifies child sprites uint8_t size_x = 0; uint8_t size_y = 0; uint8_t size_z = 0; PalSpriteID image{}; /** Check whether this is a parent sprite with a boundingbox. */ bool IsParentSprite() const { return (uint8_t)this->delta_z != 0x80; } }; /** * Ground palette sprite of a tile, together with its sprite layout. * For static sprite layouts see #DrawTileSpriteSpan. * For allocated ones from NewGRF see #NewGRFSpriteLayout. */ struct DrawTileSprites { PalSpriteID ground{}; ///< Palette and sprite for the ground DrawTileSprites(PalSpriteID ground) : ground(ground) {} DrawTileSprites() = default; virtual ~DrawTileSprites() = default; virtual std::span GetSequence() const = 0; }; /** * Ground palette sprite of a tile, together with its sprite layout. * This struct is used for static sprite layouts in the code. * For allocated ones from NewGRF see #NewGRFSpriteLayout. */ struct DrawTileSpriteSpan : DrawTileSprites { std::span seq; ///< Child sprites, template DrawTileSpriteSpan(PalSpriteID ground, const DrawTileSeqStruct (&seq)[N]) : DrawTileSprites(ground), seq(std::begin(seq), std::end(seq)) {} DrawTileSpriteSpan(PalSpriteID ground) : DrawTileSprites(ground) {}; DrawTileSpriteSpan() = default; std::span GetSequence() const override { return this->seq; } }; /** * This structure is the same for both Industries and Houses. * Buildings here reference a general type of construction */ struct DrawBuildingsTileStruct { PalSpriteID ground; PalSpriteID building; uint8_t subtile_x; uint8_t subtile_y; uint8_t width; uint8_t height; uint8_t dz; uint8_t draw_proc; // this allows to specify a special drawing procedure. }; void DrawCommonTileSeq(const struct TileInfo *ti, const DrawTileSprites *dts, TransparencyOption to, int32_t orig_offset, uint32_t newgrf_offset, PaletteID default_palette, bool child_offset_is_unsigned); void DrawCommonTileSeqInGUI(int x, int y, const DrawTileSprites *dts, int32_t orig_offset, uint32_t newgrf_offset, PaletteID default_palette, bool child_offset_is_unsigned); /** * Draw tile sprite sequence on tile with railroad specifics. * @param total_offset Spriteoffset from normal rail to current railtype. * @param newgrf_offset Startsprite of the Action1 to use. */ inline void DrawRailTileSeq(const struct TileInfo *ti, const DrawTileSprites *dts, TransparencyOption to, int32_t total_offset, uint32_t newgrf_offset, PaletteID default_palette) { DrawCommonTileSeq(ti, dts, to, total_offset, newgrf_offset, default_palette, false); } /** * Draw tile sprite sequence in GUI with railroad specifics. * @param total_offset Spriteoffset from normal rail to current railtype. * @param newgrf_offset Startsprite of the Action1 to use. */ inline void DrawRailTileSeqInGUI(int x, int y, const DrawTileSprites *dts, int32_t total_offset, uint32_t newgrf_offset, PaletteID default_palette) { DrawCommonTileSeqInGUI(x, y, dts, total_offset, newgrf_offset, default_palette, false); } /** * Draw TTD sprite sequence on tile. */ inline void DrawOrigTileSeq(const struct TileInfo *ti, const DrawTileSprites *dts, TransparencyOption to, PaletteID default_palette) { DrawCommonTileSeq(ti, dts, to, 0, 0, default_palette, false); } /** * Draw TTD sprite sequence in GUI. */ inline void DrawOrigTileSeqInGUI(int x, int y, const DrawTileSprites *dts, PaletteID default_palette) { DrawCommonTileSeqInGUI(x, y, dts, 0, 0, default_palette, false); } /** * Draw NewGRF industrytile or house sprite layout * @param stage Sprite inside the Action1 spritesets to use, i.e. construction stage. */ inline void DrawNewGRFTileSeq(const struct TileInfo *ti, const DrawTileSprites *dts, TransparencyOption to, uint32_t stage, PaletteID default_palette) { DrawCommonTileSeq(ti, dts, to, 0, stage, default_palette, true); } /** * Draw NewGRF object in GUI * @param stage Sprite inside the Action1 spritesets to use, i.e. construction stage. */ inline void DrawNewGRFTileSeqInGUI(int x, int y, const DrawTileSprites *dts, uint32_t stage, PaletteID default_palette) { DrawCommonTileSeqInGUI(x, y, dts, 0, stage, default_palette, true); } /** * Applies PALETTE_MODIFIER_TRANSPARENT and PALETTE_MODIFIER_COLOUR to a palette entry of a sprite layout entry * @note for ground sprites use #GroundSpritePaletteTransform * @note Not usable for OTTD internal spritelayouts from table/xxx_land.h as PALETTE_MODIFIER_TRANSPARENT is only set * when to use the default palette. * * @param image The sprite to draw * @param pal The palette from the sprite layout * @param default_pal The default recolour sprite to use (typically company colour resp. random industry/house colour) * @return The palette to use */ inline PaletteID SpriteLayoutPaletteTransform(SpriteID image, PaletteID pal, PaletteID default_pal) { if (HasBit(image, PALETTE_MODIFIER_TRANSPARENT) || HasBit(image, PALETTE_MODIFIER_COLOUR)) { return (pal != 0 ? pal : default_pal); } else { return PAL_NONE; } } /** * Applies PALETTE_MODIFIER_COLOUR to a palette entry of a ground sprite * @note Not usable for OTTD internal spritelayouts from table/xxx_land.h as PALETTE_MODIFIER_TRANSPARENT is only set * when to use the default palette. * * @param image The sprite to draw * @param pal The palette from the sprite layout * @param default_pal The default recolour sprite to use (typically company colour resp. random industry/house colour) * @return The palette to use */ inline PaletteID GroundSpritePaletteTransform(SpriteID image, PaletteID pal, PaletteID default_pal) { if (HasBit(image, PALETTE_MODIFIER_COLOUR)) { return (pal != 0 ? pal : default_pal); } else { return PAL_NONE; } } #endif /* SPRITE_H */